// Use this for initialization void Start() { mRect = new Rect[2]; mRect [0] = new Rect(-140, 0, 140, 80); mRect [1] = new Rect(-110, 0, 110, 65); mVector = new Vector3[3]; mVector[0] = new Vector3(0.95f, 0.5f, 0); mVector[1] = new Vector3(0.9f, 0.3f, 0); mVector[2] = new Vector3(0.95f, 0.1f, 0); mUserPromptImageIterator = SingletonGameData.GetInstance().CreateUserPromptsIterator(); if (mUserPromptImageIterator.HasNext()) { mUserPromptsAttribute = (UserPromptsAttribute)mUserPromptImageIterator.Next(); } mBarNum = mUserPromptsAttribute.BarNumber; mFirstBarNum = mBarNum; mText = mUserPromptsAttribute.Text; switch (mIndex) { case 1: guiTexture.texture = null; break; case 2: guiTexture.texture = mTexture1; break; case 3: guiTexture.texture = mTexture2; break; } }
// Use this for initialization void Start() { mInstance = this; int i = 0; SongAttribute songAttr; IIterator songsIter = SingletonGameData.GetInstance().CreateSongIterator(); mCurrentSong_chorus = new AudioClip[songsIter.Count]; mArrayTextureSongChooseImages = new Texture[songsIter.Count]; mArrayTextureSongWords = new Texture[songsIter.Count]; mStrSongName = new string[songsIter.Count]; //加载音乐副歌、歌曲提示图片、歌曲文字图片 for (i = 0; i < songsIter.Count; i++) { songAttr = songsIter.Next() as SongAttribute; mCurrentSong_chorus[i] = Resources.Load("Songs/" + songAttr.ProgName + "_chorus", typeof(AudioClip)) as AudioClip; mArrayTextureSongChooseImages[i] = Resources.Load("Songs Image/" + songAttr.ProgName, typeof(Texture)) as Texture; mArrayTextureSongWords[i] = Resources.Load("Songs Word/" + songAttr.ProgName, typeof(Texture)) as Texture; mStrSongName[i] = songAttr.ProgName; } }
//通过迭代器读取评价数据 void ReadEvaluationAttribute() { mEvaluateIterator = SingletonGameData.GetInstance().CreateEvaluateIterator(); while (mEvaluateIterator.HasNext()) { EvaluationAttribute mEvaluationAttribute = (EvaluationAttribute)mEvaluateIterator.Next(); mListEvaluationAttribute.Add(mEvaluationAttribute); } }
// Use this for initialization void Start() { mInstance = this; //获取配置文件根节点 XmlDocument doc = new XmlDocument(); doc.LoadXml(Config.text); XmlElement rootElem = doc.DocumentElement; mRoot = (XmlNode)rootElem; }
//private DataBetweenScene dataBetweenScene; // Use this for initialization void Start() { int i = 0; StarArr[0] = star1; StarArr[1] = star2; StarArr[2] = star3; StarArr[3] = star4; StarArr[4] = star5; //dataBetweenScene=new DataBetweenScene(); //仅在单独测试该场景时才满足 if (DataBetweenScene.AverageScore < 0.01f) { mAverageScore = 79.0f; } else { mAverageScore = DataBetweenScene.AverageScore; } //mAverageScore=79; mTotalEvalScoreIterator = SingletonGameData.GetInstance().CreateTotalEvalScoreIterator(); //TotalEvalScoreIterator while (mTotalEvalScoreIterator.HasNext()) { mArrTotalEvalScore[i] = (int)mTotalEvalScoreIterator.Next(); i++; } if (mAverageScore <= 100 && mAverageScore >= mArrTotalEvalScore[0]) { mstars = 5; } else if (mAverageScore < mArrTotalEvalScore[0] && mAverageScore >= mArrTotalEvalScore[1]) { mstars = 4; } else if (mAverageScore < mArrTotalEvalScore[1] && mAverageScore >= mArrTotalEvalScore[2]) { mstars = 3; } else if (mAverageScore < mArrTotalEvalScore[2] && mAverageScore >= mArrTotalEvalScore[3]) { mstars = 2; } else if (mAverageScore < mArrTotalEvalScore[3] && mAverageScore >= mArrTotalEvalScore[4]) { mstars = 1; } else if (mAverageScore < mArrTotalEvalScore[4]) { mstars = 0; } }
// Use this for initialization void Start() { //读取迭代器,确定比较分数 IIterator scoreIter = SingletonGameData.GetInstance().CreateEachEvalScoreIterator(); mLevelScore = new float[scoreIter.Count]; for (int i = 0; i < scoreIter.Count; i++) { mLevelScore[i] = (int)scoreIter.Next(); } //注册为观察者 SingletonActionMatchManager.GetInstance().AddObserver(this); }
// Use this for initialization void Start() { mInstance = this; mObservers = new ArrayList(); mBarIterator = SingletonGameData.GetInstance().CreateBarIterator(); //mSongIterator = SingletonGameData.GetInstance ().CreateSongIterator (); mListSameBarsAttribute = new List <BarAttribute> (); while (mBarIterator.HasNext()) { mListSameBarsAttribute.Add(mBarIterator.Next() as BarAttribute); } mCurrentBarType = mListSameBarsAttribute[mCurrentBar].BarType; mSameBarNumber = mListSameBarsAttribute [mCurrentBar].SameBarsNumber; mListCount = mListSameBarsAttribute.Count; mSongAttribute = SingletonGameData.GetInstance().GetCurrentSongAttribute(); mBeatSeconds = (float)60 / mSongAttribute.BPM; }
// Use this for initialization void Start() { //Resources.Load用法 //http://docs.unity3d.com/ScriptReference/Resources.Load.html //http://blog.csdn.net/mxlcl0557/article/details/11195575 mInstance = this; int i = 0; IIterator userPromptsIter = SingletonGameData.GetInstance().CreateUserPromptsIterator(); //加载音乐、用户提示图片和特效 mCurrentSong = Resources.Load("Songs/" + DataBetweenScene.SongName, typeof(AudioClip)) as AudioClip; mArrayTextureUserPromptImages = new Texture[userPromptsIter.Count]; for (i = 0; i < userPromptsIter.Count; i++) { mArrayTextureUserPromptImages[i] = Resources.Load("User Prompt Images/" + DataBetweenScene.SongName + "/" + i.ToString(), typeof(Texture)) as Texture; } //加载特效 EffectAttribute effectAttribute; IIterator effectsIterator = SingletonGameData.GetInstance().CreateEffectIterator(); mArrayEffects = new GameObject[effectsIterator.Count]; while (effectsIterator.HasNext()) { effectAttribute = (effectsIterator.Next()) as EffectAttribute; i = effectAttribute.EffectId; if (mArrayEffects[i] == null) { mArrayEffects[i] = Resources.Load("Effect Prefabs/" + i.ToString(), typeof(GameObject)) as GameObject; } } //TODO: 场景和角色,当前各有一个,均在Song的属性中,第二版改为多个场景切换,角色排列多个 //加载单个场景和单个角色 mArrayScenes = new GameObject[1]; mArrayCharacters = new GameObject[1]; mArrayScenes[0] = Instantiate(Resources.Load("Scene Prefabs/Scene 0", typeof(GameObject))) as GameObject; mArrayCharacters[0] = Instantiate(Resources.Load("Character Prefabs/Character 0", typeof(GameObject))) as GameObject; mMainPlayerTransform = GameObject.FindWithTag("Standard Torso").transform; }
// Use this for initialization void Start() { //订阅主题SingletonBeatManager mEffectsManager = SingletonBeatManager.GetInstance(); mEffectsManager.AddObserver(this); mEffectsIterator = SingletonGameData.GetInstance().CreateEffectIterator(); //加载特效属性,并排序 mArrayEffectAttribute = new EffectAttribute[mEffectsIterator.Count]; while (mEffectsIterator.HasNext()) { mArrayEffectAttribute[i] = (mEffectsIterator.Next()) as EffectAttribute; i++; } MySortClass mySortClass = new MySortClass(); Array.Sort(mArrayEffectAttribute, mySortClass); /*foreach (EffectAttribute effects in mArrayEffectAttribute){ * print (effects.BarNum+"dd" ); * print (effects .Beat+"cc"); * }*/ }